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Old 04-25-2012   #181
sandungas
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Im not very used to this transfer/install functions and the bubbles, i dont know how was supposed to work before and after 4.00

most i said in my last message is what i readed about people complaining about the "removed" functions (are not really removed, is just that are managed different by the firmware) + a bit of speculation as usual

But what is clear for me is the PARAM.SFO inside the .pkg of the video has been modifyed, and then repackaged (because he added his nick at the end in the TITLE) so maybe he modifyed the rest of the file (e.g: category)
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Old 04-25-2012   #182
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We ll know soon because you got other example and you have expertise to understand it.
But if he changed the pkg, he can have changed the xml of the rco to look more PP than it s really is.
If i m right, that xml "Playstation portable" for the folder game is already on 3.55? but can be only for future fw (if Sony included pocketstation rco, they can have done the same for internal test about PP)

Also it remind me now that weird result after exporting mins game to psp. I erased the game (and used the SFO inside the eboot as main SFO and modify it with flags of X2) so i m not sure which was that, but one game went to NEOGEO folder on my psp (not others)
I can recreate the result to check more after.
(note: the PP you added is for sure right, it s more the video of that person i doubt)

-------

during tests around x category, so category wasn t MN on SFO, game still went to MINIS folder (when in general it went to unknown folder or the X folder, that s to say the category on SFO can be ignored and still being classify as MINIS= there are fews ways for ps3 to decide which folder the game belong= looking to category on SFO, looking for attribut like the X category or something else) and if i remember right the game didn t boot after.
So it s still possible he included on that pkg a SFO with PP and the game is still going to MINIS folder (but the xml was changed)
(it s more to convince myself i didn t miss it when it was on my xmb)

--------
On eboot.pbp talk: "SFO inside EBOOT.PBP is not what is used by PS3 for folder classification (or may be only one specific case) "
Probably because the main sfo was too much monster to being used by the ps3 or the eboot being pbp.
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Old 04-27-2012   #183
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Now i know how the method of the video works, and tryed myself
He was using the program "PSN Demo Installer" ---> http://www.ps3hax.net/showthread.php?t=13383

The program ask you for the path of the .pkg in your PC. The name of the folder where you are going to place in PS3, and the name for the content (TITLE)... this is where he changed the title text (not inside the .pkg as i thought)

Then the program creates 3 files (d0.pdb, d1.pdb, and f0.pdb)... the first two are almost similar... and the last one is empty
This 3 files + the .pkg must be placed inside dev_hdd0/vsh/task/********
*The asterisks are the name of the folder you gave to the program and you need to create, usually is 00000002 because there is always a 00000001 folder inside dev_hdd0/vsh/task/

After this, you must turn off the PS3... then turn on... and the bubble is there... the rest is the same that can be seen n the video

This .pdb format is explained here ---> http://www.ps3devwiki.com/wiki/Proje...base_%28PDB%29

------------------------------------------
This is what i have (slightly different than in the video)

And in the video:

*pendiente = pending (in english)... so there was an 1% installed im not sure if this has importance, and i dont have this tiny grey icon at the right, and i have an error at the end of the TITLE text (this 002/ is something that i didnt added, i tryed 2 times, and the same error was there)

The thing is... the XMB is "mounting" the .pkg from "vsh/task" folder, using the .pdb files
There is no PARAM.SFO involved in the bubble or inside the .pdb files

-------------------------------------------
So it seems there is no way to generate the bubble (and this installation process) other than using "vsh/task" folder in cfw 3.55

But... as i said, after 4.00 this works different (and the bubble affects several contents), this video explains the changes from a user point of view
This functions of 4.00 was confusing me all this time
PS3 Firmware 4.00 Removes PSP Copy For Installed Titles - YouTube

Last edited by sandungas; 04-27-2012 at 02:38 PM.
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Old 05-16-2012   #184
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Returning to virtual memory cards and game saves.... beeep, beep, beep...

Yesterday i found this thread made by @gDrive i would like to see it before, heheh http://www.ps3hax.net/showthread.php?p=258620

I tryied to reply in the thread to give thx and advise that i wrote a resume and relinked to it from ps3devwiki http://www.ps3devwiki.com/wiki/Game_...me_Saves_in_PC

In the end... the important part is that .VM1 and .MCR are the same format, then there is nothing "ps3 specific" (or if there is something, the method manages it and the file doesnt break)

Interesting... i believe 100% that works, but then why in the readme of "MemcardRex" in the older versions its explained there was problems with .VM1 ?. Also, there is no save support for this format in the last version
If its so simple i find this a bit strange, maybe is a good moment to send a message to shendo to his blog, you almost completed the table http://www.ps3devwiki.com/wiki/Game_....28original.29

---------------------------------
About virtual memory cards PS2... the structure is the same than a original memory card PS2, so i bet will happen something similar, old editors can manage .VM2... but there is something "ps3 related" inside the fat filesystem ?... i have no idea but the rest its mapped and there is nothing
http://www.ps3devwiki.com/wiki/Game_....28original.29
************* [ - Post Merged - ] *************
Ohh, well sorry, its a mess of formats... im reading again the readme.txt of the old versions of memvcardrex and it seems there is no comment about .VM1
Probably shendo doesnt know this format because the format was "discovered" after jailbreak, this is why the program ignores it ?

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Old 05-16-2012   #185
Ada Love Lace
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The only thing specific i found was more how the file were managed:
may be about color palette (when it s from usb/ when it s display from internal) but that is trivial and just means cluts used can be different for the same file.
and about display of VM1 (on XMB/ ps1 emulator but that is probably only because if data base and overwritted) and may be some extra checksums.

In fact, i wanted to get the color palette and open thread here to dont have too much details on the wiki (but i m not defeated yet). // in case of corrupted icon: full black display : no transparency. (but when the same save is exported to usb, it s default icon used , similar than when a ps3 game don t have icon)

About block and header SC: if it s not open block, the header block seems to be manage just as space for data of the game. And it s on the header block the playstation will know it.
Same with frame, Icon Display Flag is what give the infos, and somes case only one frame was used but others frame were filled with zero until frame 4, other case: data of the game started right after.

----
About PS2, i read what you did, but i m far to understand yet.

Also across fews others forums, USB can be managed as memory card adaptor ? (i have one since recently so i didn t really paid attention after)

-----

About offset of VM1 and PSv, it s not important, it was more a way to confirm the message from here and wiki. I ll check again and keep the right one.
----
There are also the change on FW about using memory card adaptor, previously it was only possible to copy to the ps3 so that confirm your idea of recent avaibility for VM1 format.

Last edited by Ada Love Lace; 05-16-2012 at 03:36 PM.
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Old 05-17-2012   #186
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Regarding the color palette for icons in ps1 save games...
You said there are 4 bytes for each pixel, right ? well, i have not seen myself so this is only speculation
But depending of is there is support for tranparency then this bytes are RGBA (the last "A" = alpha or transparency)

Better dont do changes manually there, because after the changes you need to correct the XOR code (im not sure if there is a XOR code for every frame or every block, you know better than me, but you know wich one i mean)

The best way do understand this is by using the "icon editor" inside MemcardRex... make your changes, save the file and compare (also if transparency is supported there must be a transparent color available in the editor)

-----------------------------
What i understand about the "magic" MC or SC... is MC is using only for the header (first block)
Then SC is used for the resting blocks when are used

But it can be a save data that occups several blocks... this info is stored in the first block of this save, right ?... i mean... the second and next blocks can be used completly. Only the first one has a "header" that marks the length of all ?

With animated icons that needs more than 1 frame.... the point is the data starts after the last frame used, right ?
If the icon only has 1 frame (not animated)... the data starts in frame 2
If the icon has 2 frames... the data starts at frame 3
If the icon has 3 frames... the data starts at frame 4
Is this way or im wrong ?

---------------------------------------------
The memory card adaptor.... yes i suppose the system manages it exactly as a .VM1 or .VM2 depending of the card you insert
Is very usefull to simplify the conversions between formats, it makes the things faster and can be used in a official ps3 in any firmware

If you think in it.... all this its so insecured for sony that i doubt any of the "old" ps2 homebrew will work... i bet the emulators uses a "white list" of sony signed apps (there must be not too much)... and the rest are "blocked"
But there is a lot to play with this, e.g:
Use "independence exploit installer" configured to a DISC_ID of a "ps2 classic" game and to boot ulaunch.elf... then when you boot the game the exploit is triggered loading ulaunchelf = win

Btw... can you try to export from PS3 a single PS1 game save to a real PS2 memory card ?
I wrote in the wiki that PS1 saved games can be stored in PS2 memory cards... i remember this from lot of years ago but im not 100% sure now
Can you verify it ?

-----------------------
I readed something about this adaptor compatibility in old firmwares, you are right but i dont remember exactly
It was something like previously there was no option to export (only import supported)
This... or the opposite...

Last edited by sandungas; 05-17-2012 at 06:17 AM.
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Old 05-17-2012   #187
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Originally Posted by sandungas View Post
Regarding the color palette for icons in ps1 save games...
You said there are 4 bytes for each pixel, right ? well, i have not seen myself so this is only speculation
But depending of is there is support for tranparency then this bytes are RGBA (the last "A" = alpha or transparency)

Better dont do changes manually there, because after the changes you need to correct the XOR code (im not sure if there is a XOR code for every frame or every block, you know better than me, but you know wich one i mean)

The best way do understand this is by using the "icon editor" inside MemcardRex... make your changes, save the file and compare (also if transparency is supported there must be a transparent color available in the editor)
I ll check if it s RGBA but from fews test it doesn t seems to be ( test from MemCardRex and on ps3, i have in mind more gamma but can be the same in term of implanted)
If i can not get it i ll ask Shendo on his blog.
I don think there are XOR on icon fram but may be others check like the game id.
(it s still really obscur for me to understand it but i ll give a try with CRC)

-----------------------------
Originally Posted by sandungas View Post
What i understand about the "magic" MC or SC... is MC is using only for the header (first block)
Then SC is used for the resting blocks when are used

But it can be a save data that occups several blocks... this info is stored in the first block of this save, right ?... i mean... the second and next blocks can be used completly. Only the first one has a "header" that marks the length of all ?

Yes, fews examples with 3 block used seems to don t mind when the news block start, just like you described: no others "header", game data continue.
I ll test by editing "SC" to see if it s really "magic" or not.
IN fact you pointed something i wasn t really able to name because it s not really "magic".

Originally Posted by sandungas View Post
With animated icons that needs more than 1 frame.... the point is the data starts after the last frame used, right ?
If the icon only has 1 frame (not animated)... the data starts in frame 2
If the icon has 2 frames... the data starts at frame 3
If the icon has 3 frames... the data starts at frame 4
Is this way or im wrong ?
This is right but other case can be also: 1 frame used, frame 2&3 filled with zero and data game start at frame 4 (if i remenber right it was FF7)


---------------------------------------------
Originally Posted by sandungas View Post
The memory card adaptor.... yes i suppose the system manages it exactly as a .VM1 or .VM2 depending of the card you insert
Is very usefull to simplify the conversions between formats, it makes the things faster and can be used in a official ps3 in any firmware

If you think in it.... all this its so insecured for sony that i doubt any of the "old" ps2 homebrew will work... i bet the emulators uses a "white list" of sony signed apps (there must be not too much)... and the rest are "blocked"
But there is a lot to play with this, e.g:
Use "independence exploit installer" configured to a DISC_ID of a "ps2 classic" game and to boot ulaunch.elf... then when you boot the game the exploit is triggered loading ulaunchelf = win

Btw... can you try to export from PS3 a single PS1 game save to a real PS2 memory card ?
I wrote in the wiki that PS1 saved games can be stored in PS2 memory cards... i remember this from lot of years ago but im not 100% sure now
Can you verify it ?
I dont have anymore ps2 memory card but for the cost of it i ll buy one soon, and will tell/confirm if we can store ps1 save into ps2 save memory card.

About ps2 homebrew, i don t know them enough but for Sony may have think it include extra check (to copy and linked to DB) as you said so can explain the difference on the display of save data on xmb and when you select from ps1 emulator. ( just FTP internally: the save data is not display on xmb but displaywhen you are using the option to select the memory card during the game)
-----------------------
Originally Posted by sandungas View Post
I readed something about this adaptor compatibility in old firmwares, you are right but i dont remember exactly
It was something like previously there was no option to export (only import supported)
This... or the opposite...
From the update infos relatd to FW, it was something around 1.80 they added the compatiblity with memory card adaptor but only as you said: export (and the complete save, not per block)

I got a lot of errors, so i m half happy, and i learn lot of basic things, some errors was a bit strange, like that FF FF FF EF or others things like:
FTP internally VM1
Create from XMB a Vm1 with the same name than the file already FTP.
Ps3 will create an other .VM1 with title such: _NEW_1750... ( fews others digits)

Thanks you for the infos about this basic thing, it s really nice and i learn a lot from it.
-----
White list as you said:yes , and can be the list on Emulation page of the wiki and explain error i got after editing the id of a game (but not with icons)

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Old 05-17-2012   #188
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Originally Posted by Ada Love Lace View Post
This is right but other case can be also: 1 frame used, frame 2&3 filled with zero and data game start at frame 4 (if i remenber right it was FF7)
There is a possible explain, if developers of the game decided to use an animated icon... and later decided to only add 1 frame
To know this is good to look at the "Icon Display Flag" (displaced 2 bytes from the beggining of the block, after the magic SC)... if is 13 then the next 3 frames can be considered "reserved"

Originally Posted by Ada Love Lace View Post
I dont have anymore ps2 memory card but for the cost of it i ll buy one soon, and will tell/confirm if we can store ps1 save into ps2 save memory card.
Dont worry, is a thing that probably is explained somewhere in google, and probably can be tested other way... not much interesting but just for completion

Originally Posted by Ada Love Lace View Post
About ps2 homebrew, i don t know them enough but for Sony may have think it include extra check (to copy and linked to DB) as you said so can explain the difference on the display of save data on xmb and when you select from ps1 emulator. ( just FTP internally: the save data is not display on xmb but displaywhen you are using the option to select the memory card during the game)
yesterday i readed that when overwriting a .VM1 or .VM2 manually the XMB loads the file without problem... but if you have moved one save from one position to another, or injected individual saves this is not updated

The trick they was using was to generate a new file with the same name, this generates an error and quit, then the new file is loaded correctly

Another trick i readed was first copy the new file, then run the game, from inside the game mount the memory card (with PS button)... then save a new game in the memory card..... fixed (it seems the creation of this new save "updates" the XMB)

Probably there are several methods to update the XMB part related with memory cards:
-creating virtual memory cards
-deleting virtual memory cards
-importing virtual memory cards <--- this is another method verifyed
-exporting virtual memory cards
-importing single saves
-exporting single saves
-other firmware functions related

-----------
With ps2 homebrew... i know there was at least 2 official .elf's (signed by sony) that boots from a ps2 memory card
-A linux official kit, installable on PS2 HDD, with his bootloader.elf in memory card
-Some kind of DVD player, or video device that requires an installation in HDD, also booting from memory card with an .elf

And we know there is an identifyer in one of the .xml's inside an .rco with the name "playstation 2 software"... and is refered to a PS2 memory card

Originally Posted by Ada Love Lace View Post
some errors was a bit strange, like that FF FF FF EF
I saw this one, lol, you almost got the last one of the list
Good notes, there are a lot unknown yet

Last edited by sandungas; 05-17-2012 at 09:26 AM.
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Old 05-17-2012   #189
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Icon frame 2&3 on FF7 (with 11 so 1 frame) are not "used" (filled with zero) untill frame 4 start, so it s really up to the convience of the devs for each game. For the PS1/Ps3 might be considered as data of the game but for that, it might be better to put example here than the wiki? Like how the data of FF7 are mapped and how to modify them (but CRC 32 so first i need to understand it if possible, but otherwise such data can be found on the net)

------(more as note than something you already don t know)---
Ok, more simple than i remember about FF FF FF FE is: deleting the virtual memory card from FTP manager, go to xmb , the save is still there, delete one of the block: error will appear. (so what you described on previous message)

There are also infos i was not sure about slot1&2 as bu00: Memory card of slot 1 & bu10:Memory card of slot 2 on filename. But now it s certain. Also the thing about the .VM1 generated by the ps3 when you create a VM1 within same name of previous VM1 you FTP internally(empty file only filled by the FF when reserved, within name such _NEW_1234567891234567, remind me the name of .PSV when exported, probably time or name of the file on hexa/decimal value) probably generate to prepare a kind of draft for the "new" Vm1 being overwritten, but here the process even it s simple (but i dont think i can explain well, it s better you add on wiki if necessary and when you will have time )

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Old 05-17-2012   #190
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In a PS2 memory card (by default) an erased byte is "FF"
When there is a "FF" must be considered that "there is no data here"... and where is a "00" it means that "there is data here" (this area has been writen... with zeroes)

There is a flag (in the header in "card_flags") for this to work the opposite way... but this is not the standard

Maybe in PS1 memory cards happens the same, and this zeroes in ff7 are considered data ?

I cant talk too much about it because im not looking at the files actually and i dont remember but i hope there is a way to explain this out of the table, because this way can be erased a couple of blocks and frames from the table
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